SephDragoon Posted December 16, 2018 Share Posted December 16, 2018 Seeing as there's eventually going to be mod support, and I personally dislike how there's so little overlap of weapon categories, I was thinking the first thing I want to mod is changing how the various perks modify the various weapons. A good example of this was Fallout 4, which if you recall, had different perks for automatic and non-automatic, but several mod authors (myself included) changed this to make it so rifle perks modified ALL rifles, and the like. So, my categories for weapons if I were to split them up: Rifles (includes all automatic and non-automatic ballistic rifles)Pistols (includes all automatic and non-automatic ballistic pistols)Energy Weapons (includes all energy weapons, including heavy versions)Ordinance (all explosive weapons sans grenades)Heavy Weapons (to include minigun, heavy machine, 50 cal machinegun, as well as shotguns)Archaic Exotics (move the crossbow, black powder, railway rifle, harpoon gun, and cannon, plus possibly the throwing knife and tomahawk if possible)Advanced Exotics (crylator, gauss rifle, flamer, syringer)Melee weapons (one and two handed)Punching Weapons (all of the unarmed weapons, possibly wrapping basher into this) That's how I would reorganize, and make things make a little more sense. I would say there's some weapons that do make me wonder where I would put them, like the gatling laser and gatling plasma. Should they remain heavy weapons, should they just get put in with energy weapons? Sssuming you are replacing some of the perks, do they stay in Str, Per, and Agi, or do you move some into intelligence like the energy weapons and ordinance? Link to comment Share on other sites More sharing options...
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